Items
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Head
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Shoulders
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Amulet
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Torso
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Wrists
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Hands
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Waist
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Legs
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Feet
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Rings
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Weapon
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Offhand
Kanai's Cube
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Orb of Infinite Depth
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The Shame of Delsere
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Manald Heal
Fragment of Destiny and The Shame of Delsere increase attack speed for signature spells. Velvet Camaral and Myken's Ball of Hate improve Chain Lightning rune of Electrocute to hit up to 20 targets and to allow hitting the same target more than once. Depth Diggers increase Electrocute damage without Paralysis and Manald Heal gives the main damage when Paralysis procs.
Since this build is quite stationary and Squirt's Necklace boosts all damage, shielding is required. Ashnagarr's Blood Bracer with Galvanizing Ward, Magic Weapon - Deflection, and very high attack speed give enough shields to not care about Squirt's Necklace's bonus dropping.
Other items are here to just increase general damage dealt and decrease damage taken. Halo of Karini fits the theme nicely, Ice Climbers allow standing in cold spells carelessly, and shoulders are pretty much open. If Electrocute was a channelling spell, there would be an obvious choice for this slot.
For season 25 use:
- helm: Shard of Hatred with main stat, and with "You now deal 10% for every enemy instead of 5% (to a maximum of 100%)."
- weapon: Remnant of Pain with CHC or weapon damage increase, and with "When you critically hit an enemy, you increase the Attack Speed of all players by 5% for 5 seconds. Max 10 stacks."
Nonseasonal version should use an emerald for the weapon and a diamond for the helm (to have Spellsteal and Teleport available more often).
Paragon Priorities
Core
Primary Stat
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Movement Speed
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Vitality
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Maximum Resource
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Damage
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Exorcism
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Armor Penetration
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Life
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Zeal
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Judgment
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Potency
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Wrath
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Heart of Wrath
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Damage
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Deeper Pockets
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Offense
Attack Speed
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Critical Hit Chance
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Critical Hit Damage
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Cooldown Reduction
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Life
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Life
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Unyielding
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Damage
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Stalwart
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Resistance
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Indestructible
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Escape Artist
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Precognition
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Armor
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Armor
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Defense
Life
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Armor
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Resist All
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Life Regeneration
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Potency
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Swift Learner
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Gold Find
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Treasure Find
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Lucky
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Greed
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Damage
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Resistance
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Life
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Armor Penetration
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Armor
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Utility
Life on Hit
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Gold Find
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Area Damage
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Resource Cost Reduction
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Damage
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Potency
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Life
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Uncontrollable
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Quick Witted
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Trapper
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Life
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Rapid Recovery
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Cheat Death
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Armor Penetration
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Resistance
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Armor
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Other1
Life
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Armor
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Resistance
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Potency
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Damage
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Armor Penetration
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Hold Formation
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Battle Morale
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First Aid
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Combat Veteran
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Sacrifice
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Other2
Potency
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Willpower
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Armor Penetration
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Damage
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Covert Operations
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Coordinated Assault
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Mutual Defense
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Superior Coordination
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Find Weakness
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Health
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Armor
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Other3
Strength
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Stamina
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Strength
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Willpower
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Frontal Assault
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Close Quarters
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Shared Protection
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Demon Slayer
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Indestructible
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Other4
Strength
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Vitality
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Strength
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Willpower
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Enhance
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Bloodthirst
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Fury
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Paragon Points
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Thunderbolt
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Other5
Damage
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Willpower
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Offense Rating
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Potency
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Hot Pursuit
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Locomotion
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Battle Thrill
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Combat Trance
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Time Warp
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Other6
Life
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Strength
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Vitality
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Strength
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Willpower
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Recuperate
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Regeneration
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Battlefield Efficiency
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Resilient
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Always Be Prepared
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Build Guide
Ah, Manald Heal, what a fun item. Pretty buggy and useless now, unless you're into messing with F-tier builds, like me. I mean, just look at these nice lightnings and big hits.
How strong it is? I was able to clear GR115 on season 25, GR110 off-season, run T16 comfortably, and powerlevel others on T6 freely with the speed variant. If Electrocute was a channelling spell, it would be probably 5 to 10 tiers stronger. If Paralysis was affected by +lightning damage increase, then probably another 2 - 3 tiers.
This configuration doesn't use Archon, doesn't require cooldown, doesn't need any area damage or +lightning damage (because it doesn't work with MH), and doesn't care about any rotations (because the damage is quite random). Proccing Paralysis durning lightning cycle gives much better damage, but there's no control over that. Important things are CHC, CHD and attack speed. Other than that just move from a group to a group, cast Spellsteal and zap elites. Keeping Explosive Blast stacks helps with both damage and survivability. Proccing Paralysis for one enemy applies Manald Heal's damage to all targets in the chain.
What's interesting is dealing with groups of monsters. Chain Lightning can hit up to 20 enemies and can hit the same enemy multiple times (if there's another enemy to chain the lightning with). Because of that gathering big groups of enemies won't help that much except giving more targets for Spellsteal. That also means that this build is doing equally fine in smaller corridors with fewer enemies. In fact, the best situation would be to have two groups of mobs - one to Spellsteal and kite as a source of additional chain lightning targets and another one, a little smaller - to fight with. You could see on the attached video that there are situations where a single elite stays on the battlefield and to kill it quickly you'd need another target with comparable health.
Rift guardians that spawn targettable mobs are much faster to kill due to chain lightning bounces.
T16 speed variant: https://www.youtube.com/watch?v=pEIQlBi8eK0
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